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Resource System

Powers & The Power Pile

Your special abilities are fueled by Power Cards—a separate deck you spend to activate your most potent abilities.

Two Decks, Two Purposes

Every player manages two separate decks. Understanding the difference is key to mastering Deck of Adventures.

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Check Deck

52 cards (no Jokers). Draw from this for skill checks, attacks, and saves. Reshuffled after each draw.

Used for: Checks, Attacks, Turn Order

Power Pile

A growing deck of Power Cards. Spend these to fuel your abilities.Replenishes on rest.

Used for: Powers, Maneuvers, Reactions

Power Pile Progression

Your Power Pile grows as you level up. At Level 1, you start with just the Jokers. Each level adds more cards, giving you more resources to spend.

LevelCards AddedTotal Cards
Level 14 Jokers (wild cards)4
Level 2All 2s (♠♦♣♥)8
Level 3All 3s (♠♦♣♥)12
Level 4All 4s (♠♦♣♥)16
...Pattern continues...

Jokers are Wild: Jokers can substitute for any card when paying a Power's cost. They're your most flexible resource!

Power Costs

Powers have costs that specify which cards to spend. There are several cost types you'll encounter.

Suit Costs

Requires cards of a specific suit. Example: "2x Hearts" means spend 2 Hearts cards of any value.

Example: Heal (2x ♥) — Spend 2 Hearts to heal an ally
2x

Value Costs

Requires cards of a specific value (number). Example: "2x 3s"means spend two 3-value cards of any suit.

Example: Power Strike (3x same pip) — Spend 3 cards of same value
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Jokers (Wild)

Jokers can substitute for any card when paying costs. Need a Heart but don't have one? Use a Joker!

Joker = Any suit, any value (your most flexible resource)

Role Signature Abilities

Each role has a signature maneuver that defines their playstyle. These are Minor Actions with Power Card costs.

Martial — Blink

Spend 1-2 Power Cards to instantly teleport to any unoccupied space within 6-12 spaces.

Strike from nowhere, vanish before retaliation
Caster — Sharpened Focus

Spend 1 Diamonds card to draw one additional card on your next attack draw.

Stack the odds in your favor
Defender — Taunt

Spend Power Cards to force an enemy within 4 spaces to make a Conviction save. On failure, they draw with Lower Hand on attacks against anyone but you.

Force enemies to focus on you
Support — Lend Power

Spend 2-4 Power Cards of the same pip value. A target ally replenishes 1-2 Power Cards of the same value from their discard pile.

Keep your team fueled and fighting

Replenishing Your Power Pile

Power Cards you spend go to your discard pile. They're not gone forever—you get them back when you rest!

Quick Rest

A short breather. Replenish some Power Cards and regain limited use abilities.

Full Rest

A complete rest (overnight). Replenish all Power Cards and regain full HP.

Resource Management: Running out of Power Cards mid-combat is dangerous! Plan your spending across encounters, not just within them.